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COWBOYS & VIKINGSCompendium of the Wild Wastes

Game Master / Adversaries / Dragon

Dragon

Dragons are the legendary, usually winged, magical reptiles. Their identity is draconic body power, a supernatural force within, and overwhelming dominance: everything about them carries apex majesty, ancient predation and inherited nature.

Senses: normal (sight, hearing, smell, touch and taste) unless a trait says otherwise.

Subtypes

  • Fire: defined by flame, heat, ash, rage and destructive hunger.
  • Frost: defined by cold, ice, stillness, cruel patience and a numbing presence.
  • Storm: defined by lightning, thunder, violent skies and crackling authority.
  • Venomous: defined by acid, poison, corrosive breath and lingering ruin.
  • Stone: defined by earth, crystal, weight, endurance and crushing force.
  • Shadow: defined by darkness, fear, concealment and old predatory dread.
  • Radiant: defined by light, brilliance, divine force or blinding majesty.
  • Ancient: defined by age, command, overwhelming presence and superior draconic authority.

Traits & Maneuvers

Each subtype grants the trait listed under it; a trait and its maneuver are one Build Selection.

Burning Scales (Fire)

Dragon, Passive · Passive

A creature that hits it while adjacent must succeed a Reflex save against its action check or take Average fire damage; natural-weapon or unarmed attackers save with Misfortune.

Crafting tags: Essence Fire; Ingredients Mineral, Preservative.

Numbing Presence (Frost)

Dragon, Passive · Passive

A creature starting its turn adjacent must succeed a Fortitude save against its action check or be Slowed 5 (Average Magnitude) until the end of its turn; if already affected, it becomes Clumsy 1 (Average Step) instead.

Crafting tags: Essence Frost; Ingredients Mineral, Preservative.

Static Field (Storm)

Dragon, Passive · Passive

A 5-foot emanation (Average Magnitude) is difficult terrain for enemies. A creature starting its turn inside must succeed a Reflex save against its action check or become Dazed.

Crafting tags: Essence Storm; Ingredients Crystal, Volatile.

Lingering Ruin (Venomous)

Dragon, Passive · Passive

The first time each round it damages a creature with a natural attack, the target must succeed a Fortitude save (DC 10 + half damage taken) or become Sickened 1 (Average Step); if already Sickened, it takes Average poison damage instead.

Crafting tags: Essence none; Ingredients Organ, Toxic.

Earthshaking Weight (Stone)

Dragon, Passive · Passive

A 5-foot emanation (Average Magnitude) is difficult terrain. The first time each round it moves 10+ feet on the ground, enemies in the emanation must succeed a Reflex save against this creature's action check or fall Prone.

Crafting tags: Essence Motion; Ingredients Mineral, Preservative.

Devouring Dark (Shadow)

Dragon, Passive · Passive

A creature starting its turn adjacent while at least partly concealed must succeed a Charisma save against this creature's action check or suffer Weakened Grip 1 (Average Step); if already affected, it also becomes Dazed.

Crafting tags: Essence Shadow, Fear; Ingredients none.

Blinding Aura (Radiant)

Dragon, Passive · Passive

A creature starting its turn adjacent must succeed a Reflex save against this creature's action check or become Dazzled 1 (Average Step); if already Dazzled, it becomes Blinded.

Crafting tags: Essence Vitality; Ingredients none.

Impossible Endurance (Ancient)

Dragon, Passive · Passive

At the start of each of its turns it makes 1 extra recovery check (Average Step count) against a Lingering condition or ongoing effect, ending it on a success.